Serious Educational Digital Games (Record no. 20198)

MARC details
000 -LEADER
fixed length control field 02048nam a2200217Ia 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20191211083817.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 180910s9999 xx 000 0 und d
040 ## - CATALOGING SOURCE
Original cataloging agency LB-BrCRDP
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Nassar, Roula
Miscellaneous information Master IME
245 10 - TITLE STATEMENT
Title Serious Educational Digital Games
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Beirut
Name of publisher, distributor, etc. University of Balamand. Faculty of Arts and Social Sciences, department of Education
Date of publication, distribution, etc. 2007
300 ## - PHYSICAL DESCRIPTION
Extent 117 pages
500 ## - GENERAL NOTE
General note النوع : Mémoire
520 3# - SUMMARY, ETC.
Summary, etc. Fully integrated into the everyday lives of millions of young people throughout the world, computer games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit computer games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. As foreseen by visionaries in the 20th century, mastery of the dynamic processes that underpin the acquisition and manipulation of knowledge is quickly becoming a critical capability in the 21st century. Our formal educational systems do not tend to facilitate the development of these capabilities, yet people of all ages are developing them via a variety of digitally-mediated mechanisms. Serious games offer one area of exploration for spontaneously-occurring phenomena that represent the natural development of such literacy.This thesis reviews the need for 21st-century skills and illuminates existing digital domains in which these skills develop organically. Peering through the window of the present into the future, we present a view that envisioning change means taking a look at what is working now.
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Education et la technologie
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element ICT and Education Play and games
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Jouer et jeux
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element التعليم والتكنولوجيا اللعب والالعاب
9 (RLIN) 150
856 ## - ELECTRONIC LOCATION AND ACCESS
Public note Shamaa
Uniform Resource Identifier <a href="http://search.shamaa.org/FullRecord?ID=27780">http://search.shamaa.org/FullRecord?ID=27780</a>
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type بيانات الهيئة اللبنانية للعلوم التربوية
Source of classification or shelving scheme Dewey Decimal Classification

No items available.